Monty_Thrud Posted October 19, 2021 Posted October 19, 2021 Trying to get a waiting Sdkfz 222 Scout car to be triggered to next waypoint by my tank via a check zone, managed to stop the 222 with a deactivate to the timer in the target waypoint but it will not trigger with an activate trigger, tried multiple different ways...any suggestions much appreciated, I'm sure its not as difficult as I thunk it is...
AEthelraedUnraed Posted October 19, 2021 Posted October 19, 2021 Why not just link the CheckZone straight to the waypoint? There's no need to (de)activate it in the first place. If you want the scout car to temporarily stop somewhere between waypoints, you can use the Formation Stop and Continue commands. 1
Monty_Thrud Posted October 19, 2021 Author Posted October 19, 2021 3 hours ago, AEthelraedUnraed said: Why not just link the CheckZone straight to the waypoint? There's no need to (de)activate it in the first place. If you want the scout car to temporarily stop somewhere between waypoints, you can use the Formation Stop and Continue commands. Hi thanks for response...If I've read it right the timer can be deactivated then reactivated but I cant get it to do this... So what your saying is, if I have a check zone without "Activate" to the formation stop waypoint when my Tank hits it it will send Scout car to next waypoint?
AEthelraedUnraed Posted October 20, 2021 Posted October 20, 2021 (edited) 14 hours ago, Monty_Thrud said: Hi thanks for response...If I've read it right the timer can be deactivated then reactivated but I cant get it to do this... AFAIK deactivating a timer will reset it as well. Usually there's no reason to do this, unless you're using complex switches. 14 hours ago, Monty_Thrud said: So what your saying is, if I have a check zone without "Activate" to the formation stop waypoint when my Tank hits it it will send Scout car to next waypoint? If a waypoint is triggered by a target link (the red line), all vehicles object-linked by that waypoint (green line) will move to the waypoint. There's no need to (de)activate anything. Am I correct in assuming id 3939 is the CheckZone that should detect the player, whereupon the scout car should move to 3658? If so, you should use the following MCU links: - 3946: target-linked to 3945. You already did this. - 3945: target-linked to 3939. You already did this. - 3939: object-linked to the player, target-linked to 3658. - 3658: object-linked to the scout car. These are all the MCUs you need. If you want the scout car to move to another position beforehand, you can create another waypoint MCU, let's call it A, as well as another Timer MCU (B) and another Translator:Mission Begin (C) (of course, you can re-use the other Mission Begin + Timer combinations). - A: object linked to the scout car. - B: target-linked to A. - C: target-linked to B. The scout car will then proceed to A upon the mission start. Once it reaches A, it will stop automatically until the player reaches 3939, after which it will proceed to 3658. Edited October 20, 2021 by AEthelraedUnraed 1
Monty_Thrud Posted October 20, 2021 Author Posted October 20, 2021 2 hours ago, AEthelraedUnraed said: Am I correct in assuming id 3939 is the CheckZone that should detect the player, whereupon the scout car should move to 3658? Thanks for reply...Yes and no, 3939 is check zone for players tank column, 3658 is where the scout car has already stopped.
AEthelraedUnraed Posted October 20, 2021 Posted October 20, 2021 1 hour ago, Monty_Thrud said: Thanks for reply...Yes and no, 3939 is check zone for players tank column, 3658 is where the scout car has already stopped. Alright, in that case just replace A by 3658 and replace 3658 by the id of the waypoint where the scout car should go after the player reached 3939. Which I'm sure you figured out already.
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